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New Forgotten Realms campaign

I really took too long to write my background, espcially when, now that I think about it, I don't want to show it all off to everyone.

[SBLOCK]
Code:
Name: Shoon
Class: Monk 8/Cleric 2
Race: Human
Size: Medium
Gender: Male
Alignment: LG
Deity: Lathander

Str: 12 +1		Level: 10		XP: -
Dex: 18 +4		BAB: +7/+2	HP: 9 + 9d8 + 9
Con: 12 +1		Grapple: +12
Int: 10 +0		Speed: 50 ft.
Wis: 14 +2		Init: +8
Cha: 10 +0		ACP: 0

		Base	Armor	Shield	Dex	Size	Nat	Misc	Total
Armor:		10	0	0	+4	0	0	+3	17 / 18 with Dodge
Touch: 17 / 18 with Dodge	Flatfooted: 13

	Monk	Cleric	Mod	Misc	Total
Fort:	+6	+3	+1	0	10
Ref:	+6	0	+4	0	10
Will:	+6	+3	+2	0	11

Weapon		Attack		Damage	Critical
Unarmed strike	+11/+2		1d10+1	x2

Languages:
Common
Chondathan

Abilities:
Slow fall (40 ft.)
Wholeness of body
Purity of body
Ki strike (magic)
Still mind
Evation
Unarmed Strike
Flurry of blows

Feats:
Improved Unarmed Strike
Armor Proficiency (heavy)
Armor Proficiency (light)
Armor Proficiency (medium)
Shield Proficiency
Stunning Fist
Deflect Arrows
Improved Disarm
Weapon Finesse
Blind-Fight
Improved Initiative
Dodge
Improved Grapple

Skills			Ranks	Mod	Misc	Total
Balance		11	4	2	17
Climb			11	1	0	12
Concentration		0	2	0	2
Escape Artist		11	4	0	15
Heal			6	2	0	8
Hide			0	4	0	4
Jump			11	1	2	14
Listen			0	2	0	2
Move Silently		0	4	0	4
Ride			0	4	0	4
Sense Motive		0	2	0	2
Spot			0	2	0	2
Survival		0	2	0	2
Swim			0	1	0	1
Tumble		11	4	2	17
Use Rope		0	4	2	6

Age: 24
Height:  5’ 10”
Weight: 139
Eyes: greenish blue
Hair: Blond
Skin: White, tanned


Shoon’s hair is short though not short enough to make you think it would stick up in the way it does. He has a lean, athletic build. He seems cheery, but his eyes have the look of a man who has suffered indelible loss. He caries a symbol of Lathander on a simple cord around his neck.


Shoon never knew his original family. His earliest memories are of the Monastery of the Sun Soul in which he was raised. This particular one was dedicated to the god Lathander and so it was that he grew up with his teachings. He spent his early life learning from the monks there and training to become one of them, and at the age of seventeen was accepted as a full member of the order.

He decided then that the best way he could spread the teachings of Lathander as well as hone his skills was to follow the path of the warrior’s pilgrimage. He traveled the land, searching out evil and despair and putting it to right.[/SBLOCK]

There's another part of the background but I want to send it directly to you garlicnation, how can I do that?
 
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Might have gotten overlooked, but I figured perhaps I should ask again, just in case: what's the call on LA +1 and up races? Are those kosher?
 


Sample sheets for two of the concepts. One is the beastmaster/wolfrider, the other is the Master of Many Forms.

[sblock=Aliyas One-Arrow]Name: Aliyas One-Arrow
Race: Human
Class/Level: Fighter 2/Ranger 6/Beastmaster 2
Gender: Female
Exp

Desc

Strength (STR) 16
Dexterity (DEX) 20
Constitution (CON) 14
Intelligence (INT) 10
Wisdom (WIS) 12
Charisma (CHA) 10

Alignment: Neutral Good
AC: 21
Hit Points: 72/72 (8+5d8+4d10+20)
Movement: 30'

Init: +5
Base Attack Bonus: +10/+5
Melee Attack: +13/+8
Ranged Attack: +15/+10
Fort: +13
Reflex: +13
Will: +3

Race Abilities
Bonus Feat
Bonus skills

Class Abilities:
Fighter
- Bonus feat
Ranger
- Favored Enemies
Undead +4
Aberrations +2
- Bonus Feat: Track
- Wild Empathy +10
- Archery Combat Style
Rapid Shot
Manyshot
- Bonus feat: Endurance
- Animal Companion (Use half ranger level as druid level)
Beastmaster
- Animal Companion (lvl+3 as druid level, stacks with ranger)
- Bonus Feat: Alertness

Skills:
Jump +6 (5 ranks + 1 Str)
Swim +3 (2 rank +1 Str)
Hide +10 (6 ranks + 4 dex)
Move Silent +10 (6 ranks + 4 dex)
Knowledge: Nature +5 (5 ranks)
Listen +11 (8 ranks + 1 wis + 2 feat)
Spot +11 (8 ranks + 1 Wis + 2 feat)
Handle Animal +16 (13 ranks + 0 cha + 3 feat) (+4 with companion)
Ride +19 (13 ranks + 4 dex + 2 synergy)
Survival +14 (13 ranks +1 Wis) (+2 when above ground)

Feats
1 Saddleback
1 Mounted Combat
B Mounted Archery
B Point Blank Shot
3 Natural Bond
6 Skill Focus: Handle Animal
9 Precise Shot

Languages - Common

Spells

1st level: Resist Energy, Magic Fang

Money - 145gp

Weapons -
Composite (+3) Shortbow +2, +17 to hit, 1d6+5, 8700gp
MW spear, +14 to hit, 1d8+3, 305gp

Armour -
+2 Mithril Chain Shirt, 5100
Leather Barding (for wolf), 40gp

Gear -
Misc and Sundry

Magic -
Belt of Giant Strength +4, 16000
Gloves of Dexterity +2, 4000
Cloak of Resistance +2, 4000
Handy Haversack, 2000
Efficient Quiver, 1800
Tan Bag of Tricks, 6300
Wand of Cure Light Wounds, 750

Animal Companion (eff druid level: 11-6 = 5)

DIRE WOLF
Large Animal
Hit Dice: 8d8+32 (68 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 19 (–1 size, +3 Dex, +5 natural, +2 armor), touch 12, flat-footed 14
Base Attack/Grapple: +6/+18
Attack: Bite +14 melee (1d8+12)
Full Attack: Bite +14 melee (1d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip (+12)
Special Qualities: Low-light vision, scent, link, share spells, evasion
Saves: Fort +10, Ref +9, Will +7
Abilities: Str 26, Dex 16, Con 18, Int 2, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2* (+4 when tracking)
Feats: Alertness, Run, TrackB, Weapon Focus (bite)
Tricks: Attack, attack unnatural, come, defend, down, guard, heel, track[/sblock]

[sblock=Master of MAny Forms]Name: ?
Race: Gnome
Class/Level: Druid 5, Master of Many Forms 5
Gender: Male
Exp:

Desc

Strength (STR) 8
Dexterity (DEX) 10
Constitution (CON) 20
Intelligence (INT) 12
Wisdom (WIS) 14
Charisma (CHA) 12

Alignment: Neutral Good
AC: 11
Hit Points: 1/1 (10d8 +50)
Movement: 30'

Init: +0
Base Attack Bonus: +6/+1
Melee Attack: +6/+1
Ranged Attack: +6/+1
Fort: +8 (base)
Reflex: +5 (base)
Will: +7

Race Abilities
+2 Constitution, –2 Strength.
Small size
Low-Light Vision
Weapon Familiarity: Gnomes treat gnome hooked hammers as martial weapons
+2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type.
+2 racial bonus on Listen checks.
+2 racial bonus on Craft (alchemy) checks.

Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute).
1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s

Cha modifier + spell level.

Class Abilities:
- Druid
Animal Companion
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure
Wildshape 8/day, 5 hour duration
- Master of Many Forms
Shifter Speech
Fast Wildshape
Improved Wild Shape (Tiny-Large, Humanoid, Giant, Monstrous Humanoid, Fey, Vermin)

Skills: 40 + 25
Concentration (Con) +14 (10 ranks + 4 Con)
Heal (Wis) +7 (5 ranks + 2 Wis)
Listen (Wis) +16 (10 ranks + 2 Wis +2 feat + 2 racial)
Spot (Wis) +14 (10 ranks + 2 Wis + 2 feat)
Survival (Wis) +7 (5 ranks + 2 Wis)
Swim (Str) +4 (5 ranks - 1 Str)

Disguise +11 (10 ranks + 1 Cha) +10 when wildshaping
Hide +14 (10 ranks + 0 Dex + 4 size)

Feats
1 Alertness
3 Endurance
6 Natural Spell
9 Extra Wildshape

Languages - Common, Gnomish, Druidic, Giant

Spells
0st level - 5
Create Water
Cure Minor Woundsx2
Guidence
Detect Magic

1st level - 4
Cure Light Wounds
Faerie Fire
Produce Flame
Shillelagh

2nd level - 3
Barkskin
Bull Strength
Cat's Grace

3rd level - 1
Protection from Energy

Money - 745gp

Weapons -
Club of Sizing +2, 18300

Armour -
Bracers of Armor +4, 16000
Darkwood Buckler +2 , 4205

Gear -
To be filled in


Magic -
Amulet of Mighty Fists +1, 6000
Handy Haversack, 2000
1st level Pearl of Power, 1000
Wand of Cure Light Wounds, 750

Favored Forms:
Combat Shapes
Annis Hag
Giant Stag Beetle (large vermin)
Rhino

Flying
Gargoyle

Aquatic
Giant Octopus

Background:
Pending[/sblock]

This is just to give an idea of their combat ability, and to give you a chance to veto anything about their construction that you dislike, etc. Backgrounds will be appended shortly.
 


Arr...I like how his story and personality are developing too. He should be a lot of fun. :)

Thanks for the feedback!

I do have a question, regarding magic item usability. I'm assuming that shifting to a humanoid or monstrous humanoid (or giant for that matter) form will allow him to keep using his magic items...the club, shield, bracers, etc... However, would you say an animal shape can wear the bracers on its forelimbs? I realize the shield is out of the question, of course. :)

How about the amulet...can an animal with a discernable "neck" wear it? What if it was a collar (using the same slot, just a band instead of a pendant)?
 

I rule magic items for shapeshifters that they just "morph" into you. Be warned that a disjunction will deal some serious damage and should be avoided asap.
 

SRD said:
Wild Shape (Su)

At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.

The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

By the book, any gear worn by the druid melds with their form in a wild shape, it doesn't follow standard polymorph rules which allow gear that fits the new form to maintain itself. Thus the reason the special armor ability: Wild exists.

It's discussed here in the last Rules of the Game article on Polymorphing.
 

Hmm...I'm not sure what that means, mechanically. Like, if he turns into...say...a dwarf. Does he keep his shield and weapon? How about an ettin? Or an annis hag? All of those have arms, legs, head, neck, hands...etc.

Similarly, most animal forms have "wrists" on their forelimgs and necks...but the rules are deliberately open to DM interpretation as to whether or not you wish items to meld and become useless, or remain and continue their effect.

To say that they morph into you...does that mean they -always- meld and become useless? Regardless of the new shape? And what effect would a disjunction have (other than returning the character to his natural state for a moment)?

Edit: True, Ferrix...the reason I'm asking is because the Master of Many Forms was created when Wildshape -was- based on Polymorph, and had more relaxed rules on item melding. I suppose I'm hoping that Improved Wildshape (the class feature of MoMF) will still work that way, because otherwise I'll have to get a lot more clever about my items...and may have to delve into the questionable area of custom-built items that cast spell effects on me, so I can trigger them, and the effects will linger even if they meld later.

Just feeling my way through the potential minefields. :)
 
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